ARMOUR_CLASS ac; /*!< アーマークラス / Armour Class */
- s16b sleep; /*!< 睡眠値 / Inactive counter (base) */
- byte aaf; /*!< 感知範囲(1-100スクエア) / Area affect radius (1-100) */
+ SLEEP_DEGREE sleep; /*!< 睡眠値 / Inactive counter (base) */
+ POSITION aaf; /*!< 感知範囲(1-100スクエア) / Area affect radius (1-100) */
SPEED speed; /*!< 加速(110で+0) / Speed (normally 110) */
EXP mexp; /*!< 殺害時基本経験値 / Exp value for kill */
STR_OFFSET name; /* Name (offset) */
STR_OFFSET text; /* Text (offset) */
- byte typ; /* Vault type */
- byte rat; /* Vault rating */
+ ROOM_IDX typ; /* Vault type */
+ PROB rat; /* Vault rating (unused) */
POSITION hgt; /* Vault height */
POSITION wid; /* Vault width */
};
{
u16b info; /* Hack -- cave flags */
- IDX feat; /* Hack -- feature type */
- IDX o_idx; /* Object in this grid */
+ FEAT_IDX feat; /* Hack -- feature type */
+ OBJECT_IDX o_idx; /* Object in this grid */
MONSTER_IDX m_idx; /* Monster in this grid */
s16b special; /* Special cave info */
- s16b mimic; /* Feature to mimic */
+ FEAT_IDX mimic; /* Feature to mimic */
byte cost; /* Hack -- cost of flowing */
byte dist; /* Hack -- distance from player */
struct object_type
{
- IDX k_idx; /* Kind index (zero if "dead") */
+ KIND_OBJECT_IDX k_idx; /* Kind index (zero if "dead") */
POSITION iy; /* Y-position on map, or zero */
POSITION ix; /* X-position on map, or zero */
s16b type; /*!< クエストの種別 / The quest type */
char name[60]; /*!< クエスト名 / Quest name */
- DEPTH level; /*!< 処理階層 / Dungeon level */
- MONRACE_IDX r_idx; /*!< クエスト対象のモンスターID / Monster race */
-
- s16b cur_num; /*!< 撃破したモンスターの数 / Number killed */
- s16b max_num; /*!< 求められるモンスターの撃破数 / Number required */
+ DEPTH level; /*!< 処理階層 / Dungeon level */
+ MONRACE_IDX r_idx; /*!< クエスト対象のモンスターID / Monster race */
- IDX k_idx; /*!< クエスト対象のアイテムID / object index */
- s16b num_mon; /*!< QUEST_TYPE_KILL_NUMBER時の目標撃破数 number of monsters on level */
+ MONSTER_NUMBER cur_num; /*!< 撃破したモンスターの数 / Number killed */
+ MONSTER_NUMBER max_num; /*!< 求められるモンスターの撃破数 / Number required */
+
+ IDX k_idx; /*!< クエスト対象のアイテムID / object index */
+ MONSTER_NUMBER num_mon; /*!< QUEST_TYPE_KILL_NUMBER時の目標撃破数 number of monsters on level */
byte flags; /*!< クエストに関するフラグビット / quest flags */
byte dungeon; /*!< クエスト対象のダンジョンID / quest dungeon */
TIME_EFFECT magicdef;
TIME_EFFECT tim_res_nether; /* Timed -- Nether resistance */
TIME_EFFECT tim_res_time; /* Timed -- Time resistance */
- IDX mimic_form;
+ MIMIC_RACE_IDX mimic_form;
TIME_EFFECT tim_mimic;
TIME_EFFECT tim_sh_fire;
TIME_EFFECT tim_sh_holy;
TIME_EFFECT multishadow; /* Timed -- Multi-shadow */
TIME_EFFECT dustrobe; /* Timed -- Robe of dust */
- s16b chaos_patron;
+ PATRON_IDX chaos_patron;
BIT_FLAGS muta1;
BIT_FLAGS muta2;
BIT_FLAGS muta3;
DEPTH mindepth; /* Minimal depth */
DEPTH maxdepth; /* Maximal depth */
- byte min_plev; /* Minimal plev needed to enter -- it's an anti-cheating mesure */
- s16b pit;
- s16b nest;
+ PLAYER_LEVEL min_plev; /* Minimal plev needed to enter -- it's an anti-cheating mesure */
+ BIT_FLAGS16 pit;
+ BIT_FLAGS16 nest;
byte mode; /* Mode of combinaison of the monster flags */
int min_m_alloc_level; /* Minimal number of monsters per level */
int max_m_alloc_chance; /* There is a 1/max_m_alloc_chance chance per round of creating a new monster */
- u32b flags1; /* Flags 1 */
+ BIT_FLAGS flags1; /* Flags 1 */
- u32b mflags1; /* The monster flags that are allowed */
- u32b mflags2;
- u32b mflags3;
- u32b mflags4;
- u32b mflags7;
- u32b mflags8;
- u32b mflags9;
- u32b mflagsr;
+ BIT_FLAGS mflags1; /* The monster flags that are allowed */
+ BIT_FLAGS mflags2;
+ BIT_FLAGS mflags3;
+ BIT_FLAGS mflags4;
+ BIT_FLAGS mflags7;
+ BIT_FLAGS mflags8;
+ BIT_FLAGS mflags9;
+ BIT_FLAGS mflagsr;
- u32b m_a_ability_flags1;
- u32b m_a_ability_flags2;
- u32b m_a_ability_flags3;
- u32b m_a_ability_flags4;
+ BIT_FLAGS m_a_ability_flags1;
+ BIT_FLAGS m_a_ability_flags2;
+ BIT_FLAGS m_a_ability_flags3;
+ BIT_FLAGS m_a_ability_flags4;
char r_char[5]; /* Monster race allowed */
- int final_object; /* The object you'll find at the bottom */
- int final_artifact; /* The artifact you'll find at the bottom */
- int final_guardian; /* The artifact's guardian. If an artifact is specified, then it's NEEDED */
+ KIND_OBJECT_IDX final_object; /* The object you'll find at the bottom */
+ ARTIFACT_IDX final_artifact; /* The artifact you'll find at the bottom */
+ MONRACE_IDX final_guardian; /* The artifact's guardian. If an artifact is specified, then it's NEEDED */
byte special_div; /* % of monsters affected by the flags/races allowed, to add some variety */
int tunnel_percent;